Gramps Posted June 3, 2014 Report Share Posted June 3, 2014 I am going crazy I put the buildings folder in server.pbo root It works on another server so I know the code in sqf files is ok. I put in like this at bottom of server_functions.sqf call compile preProcessFileLineNumbers "\z\addons\dayz_server\buildings\Aiwarzone.sqf"; No buildings I try []ExecVM "\z\addons\dayz_server\buildings\Aiwarzone.sqf"; No buildings At one point I had it work with a mod folder on mission side with [] ExecVM "buildings\Aiwarzone.sqf"'; now that doesn't work either server boots up not hanging WHO STOLE MY BUILDINGS????????????? thanks in advance Link to comment Share on other sites More sharing options...
raymix Posted June 3, 2014 Report Share Posted June 3, 2014 (edited) If you added buildings trough 3D editor, then make sure you are using if (isServer) {}; create new folder named "buildings" in root of your mission.pbo (not server.pbo) and put your aiwarzone.sqf in there. Put this in very bottom of your init.sqf file [] Exec VM "buildings\Aiwarzone.sqf"'; pack your dayz_mission.pbo and upload is there any particular reason you are trying to spawn them from server side? EDIT: guys below has solution. I read it as Air warzone, not AI warzone, hence the server side script, my bad. Edited June 3, 2014 by raymix Link to comment Share on other sites More sharing options...
Csus Posted June 3, 2014 Report Share Posted June 3, 2014 can you post up your servers RPT file? preferably on something like dropbox, those files are just too big for forums Link to comment Share on other sites More sharing options...
avdieking Posted June 3, 2014 Report Share Posted June 3, 2014 file in server.pbo open the file if(isServer){}; then call compile preProcessFileLineNumbers path.sqf and your done Link to comment Share on other sites More sharing options...
rgr Posted June 3, 2014 Report Share Posted June 3, 2014 [] ExecVM "\z\addons\dayz_server\buildings\whateverCity.sqf"; //Custom whateverCity Into dayz_server.pbo> init\server_funtions.sqf Make sure you have the buildings used are default map buildings, if not you need to add those mod buildings to your mission.sqm eg version=11; class Mission { addOns[]= { "chernarus", "ca_modules_animals", "dayz_anim", "dayz_code", "dayz_communityassets", "dayz_weapons", "dayz_equip", "dayz_epoch", "dayz_vehicles", "cacharacters_pmc", "ca_modules_functions", "glt_m300t", "pook_h13", "csj_gyroac", "map_eu", "jetskiyanahuiaddon", "warehouse", "mbg_killhouses", "mbg_buildings_3", "aif_arma1buildings", "mbg_african_buildings" Hope this helps for you. Link to comment Share on other sites More sharing options...
Gramps Posted June 4, 2014 Author Report Share Posted June 4, 2014 If you added buildings trough 3D editor, then make sure you are using if (isServer) {}; create new folder named "buildings" in root of your mission.pbo (not server.pbo) and put your aiwarzone.sqf in there. Put this in very bottom of your init.sqf file [] Exec VM "buildings\Aiwarzone.sqf"'; pack your dayz_mission.pbo and upload is there any particular reason you are trying to spawn them from server side? EDIT: guys below has solution. I read it as Air warzone, not AI warzone, hence the server side script, my bad. Well actually its one of about 30 addons and the reason I want them on server side is one its a huge download for mission side for ppl and 2 the ai don't shoot through buildings or see you even when you are hid. these files worked on my survival servers until they tried to upgrade me to full infistar (well partial full) and I gave up on their pbo's and uploaded the one I'm using on a GTXgaming server. Now I have my access to the infistar but lost the buildings and no matter where I call them from they are not showing up. If I move them to mission side they will probably show up and I'll be looking at a 5000 kb download for ppl. Not good for da kiddies with slower computers Link to comment Share on other sites More sharing options...
Gramps Posted June 4, 2014 Author Report Share Posted June 4, 2014 file in server.pbo open the file if(isServer){}; then call compile preProcessFileLineNumbers path.sqf and your done Thank you for the response. I know if I had a larger head with thicker glasses I might know what if(isServ){} is but could you give me the layman term like a hint....a folder name or if your talking about the server_functions.sqf I already did that and it didn't work. I am not smart I just cut and paste and try to find tutorials where somebody that might be for the LGBT crowd that likes disco music really loud and miniature blurred lettering while they quickly move things around like a shell game until I loose where the ball went and I'm ready to break my computer screen and chew up my headphones. Sorry for the rant but I'm an ole man and frustrated..............mean tempered too Link to comment Share on other sites More sharing options...
Gramps Posted June 4, 2014 Author Report Share Posted June 4, 2014 [] ExecVM "\z\addons\dayz_server\buildings\whateverCity.sqf"; //Custom whateverCity Into dayz_server.pbo> init\server_funtions.sqf Make sure you have the buildings used are default map buildings, if not you need to add those mod buildings to your mission.sqm eg version=11; class Mission { addOns[]= { "chernarus", "ca_modules_animals", "dayz_anim", "dayz_code", "dayz_communityassets", "dayz_weapons", "dayz_equip", "dayz_epoch", "dayz_vehicles", "cacharacters_pmc", "ca_modules_functions", "glt_m300t", "pook_h13", "csj_gyroac", "map_eu", "jetskiyanahuiaddon", "warehouse", "mbg_killhouses", "mbg_buildings_3", "aif_arma1buildings", "mbg_african_buildings" Hope this helps for you. thank you for your response and glad you showed me something new there about adding non standard items when building I didn't know that. As I said in my post all of the buildings I am using some I built and alot I used from releases on opendayz and other spots that have been working fine on several different server setups mostly epoch Survival Servers, Dayz ST HFB, GTX and the [] ExecVM "\z\addons\dayz_server\buildings\whateverCity.sqf"; //Custom whateverCity Into dayz_server.pbo> init\server_funtions.sqf is exactly the same format I used and I also tried the compile language one. I am now trying to get rpt file to post so maybe their will be a clue there. Link to comment Share on other sites More sharing options...
raymix Posted June 4, 2014 Report Share Posted June 4, 2014 isServer makes sure that only server spawns in those buildings, otherwise same buildings will be duplicated for every client that joins, killing your performance and.. well .. tons of createVehicle restriction kicks. To add it, it's quite simple, in your sqf that contains buildings: if (isServer) { //add this to very top of file // This is where all your building code goes - classname, position, rotation etc }; // add this to the very end of the file, this is a closing bracket for first line Link to comment Share on other sites More sharing options...
ZeroK00L Posted June 5, 2014 Report Share Posted June 5, 2014 If still not working. Please post these three files... 1.) whatevercity.sqf 2.) server_functions.sqf 3.) mission.sqm :) Zero Link to comment Share on other sites More sharing options...
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